2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
30 * This file manages recalculation of derived values in struct gl_context.
40 #include "ffvertex_prog.h"
41 #include "framebuffer.h"
45 #include "program/program.h"
46 #include "program/prog_parameter.h"
47 #include "shaderobj.h"
50 #include "texenvprogram.h"
57 update_separate_specular(struct gl_context
*ctx
)
59 if (_mesa_need_secondary_color(ctx
))
60 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
62 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
67 * Update the following fields:
68 * ctx->VertexProgram._Enabled
69 * ctx->FragmentProgram._Enabled
70 * ctx->ATIFragmentShader._Enabled
71 * This needs to be done before texture state validation.
74 update_program_enables(struct gl_context
*ctx
)
76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
77 * program is enabled AND valid. Similarly for ATI fragment shaders.
78 * GLSL shaders not relevant here.
80 ctx
->VertexProgram
._Enabled
= ctx
->VertexProgram
.Enabled
81 && ctx
->VertexProgram
.Current
->Base
.Instructions
;
82 ctx
->FragmentProgram
._Enabled
= ctx
->FragmentProgram
.Enabled
83 && ctx
->FragmentProgram
.Current
->Base
.Instructions
;
84 ctx
->ATIFragmentShader
._Enabled
= ctx
->ATIFragmentShader
.Enabled
85 && ctx
->ATIFragmentShader
.Current
->Instructions
[0];
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
91 * to the current/active programs. Then call ctx->Driver.BindProgram() to
92 * tell the driver which programs to use.
94 * Programs may come from 3 sources: GLSL shaders, ARB/NV_vertex/fragment
95 * programs or programs derived from fixed-function state.
97 * This function needs to be called after texture state validation in case
98 * we're generating a fragment program from fixed-function texture state.
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
101 * or fragment program is being used.
104 update_program(struct gl_context
*ctx
)
106 const struct gl_shader_program
*vsProg
= ctx
->Shader
.CurrentVertexProgram
;
107 const struct gl_shader_program
*gsProg
= ctx
->Shader
.CurrentGeometryProgram
;
108 struct gl_shader_program
*fsProg
= ctx
->Shader
.CurrentFragmentProgram
;
109 const struct gl_vertex_program
*prevVP
= ctx
->VertexProgram
._Current
;
110 const struct gl_fragment_program
*prevFP
= ctx
->FragmentProgram
._Current
;
111 const struct gl_geometry_program
*prevGP
= ctx
->GeometryProgram
._Current
;
112 GLbitfield new_state
= 0x0;
115 * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current
116 * pointers to the programs that should be used for rendering. If either
117 * is NULL, use fixed-function code paths.
119 * These programs may come from several sources. The priority is as
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
123 * 3. Programs derived from fixed-function state.
125 * Note: it's possible for a vertex shader to get used with a fragment
126 * program (and vice versa) here, but in practice that shouldn't ever
127 * come up, or matter.
130 if (fsProg
&& fsProg
->LinkStatus
131 && fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]) {
132 /* Use GLSL fragment shader */
133 _mesa_reference_shader_program(ctx
,
134 &ctx
->Shader
._CurrentFragmentProgram
,
136 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
137 (struct gl_fragment_program
*)
138 fsProg
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
139 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
142 else if (ctx
->FragmentProgram
._Enabled
) {
143 /* Use user-defined fragment program */
144 _mesa_reference_shader_program(ctx
,
145 &ctx
->Shader
._CurrentFragmentProgram
,
147 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
148 ctx
->FragmentProgram
.Current
);
149 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
152 else if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
153 /* Use fragment program generated from fixed-function state */
154 struct gl_shader_program
*f
= _mesa_get_fixed_func_fragment_program(ctx
);
156 _mesa_reference_shader_program(ctx
,
157 &ctx
->Shader
._CurrentFragmentProgram
,
159 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
,
160 (struct gl_fragment_program
*)
161 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
162 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
163 (struct gl_fragment_program
*)
164 f
->_LinkedShaders
[MESA_SHADER_FRAGMENT
]->Program
);
167 /* No fragment program */
168 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._Current
, NULL
);
169 _mesa_reference_fragprog(ctx
, &ctx
->FragmentProgram
._TexEnvProgram
,
173 if (gsProg
&& gsProg
->LinkStatus
174 && gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]) {
175 /* Use GLSL geometry shader */
176 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
,
177 (struct gl_geometry_program
*)
178 gsProg
->_LinkedShaders
[MESA_SHADER_GEOMETRY
]->Program
);
180 /* No geometry program */
181 _mesa_reference_geomprog(ctx
, &ctx
->GeometryProgram
._Current
, NULL
);
184 /* Examine vertex program after fragment program as
185 * _mesa_get_fixed_func_vertex_program() needs to know active
188 if (vsProg
&& vsProg
->LinkStatus
189 && vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]) {
190 /* Use GLSL vertex shader */
191 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
192 (struct gl_vertex_program
*)
193 vsProg
->_LinkedShaders
[MESA_SHADER_VERTEX
]->Program
);
195 else if (ctx
->VertexProgram
._Enabled
) {
196 /* Use user-defined vertex program */
197 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
198 ctx
->VertexProgram
.Current
);
200 else if (ctx
->VertexProgram
._MaintainTnlProgram
) {
201 /* Use vertex program generated from fixed-function state */
202 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
,
203 _mesa_get_fixed_func_vertex_program(ctx
));
204 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._TnlProgram
,
205 ctx
->VertexProgram
._Current
);
208 /* no vertex program */
209 _mesa_reference_vertprog(ctx
, &ctx
->VertexProgram
._Current
, NULL
);
212 /* Let the driver know what's happening:
214 if (ctx
->FragmentProgram
._Current
!= prevFP
) {
215 new_state
|= _NEW_PROGRAM
;
216 if (ctx
->Driver
.BindProgram
) {
217 ctx
->Driver
.BindProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
,
218 (struct gl_program
*) ctx
->FragmentProgram
._Current
);
222 if (ctx
->GeometryProgram
._Current
!= prevGP
) {
223 new_state
|= _NEW_PROGRAM
;
224 if (ctx
->Driver
.BindProgram
) {
225 ctx
->Driver
.BindProgram(ctx
, MESA_GEOMETRY_PROGRAM
,
226 (struct gl_program
*) ctx
->GeometryProgram
._Current
);
230 if (ctx
->VertexProgram
._Current
!= prevVP
) {
231 new_state
|= _NEW_PROGRAM
;
232 if (ctx
->Driver
.BindProgram
) {
233 ctx
->Driver
.BindProgram(ctx
, GL_VERTEX_PROGRAM_ARB
,
234 (struct gl_program
*) ctx
->VertexProgram
._Current
);
243 * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0.
246 update_program_constants(struct gl_context
*ctx
)
248 GLbitfield new_state
= 0x0;
250 if (ctx
->FragmentProgram
._Current
) {
251 const struct gl_program_parameter_list
*params
=
252 ctx
->FragmentProgram
._Current
->Base
.Parameters
;
253 if (params
&& params
->StateFlags
& ctx
->NewState
) {
254 new_state
|= _NEW_PROGRAM_CONSTANTS
;
258 if (ctx
->GeometryProgram
._Current
) {
259 const struct gl_program_parameter_list
*params
=
260 ctx
->GeometryProgram
._Current
->Base
.Parameters
;
261 /*FIXME: StateFlags is always 0 because we have unnamed constant
262 * not state changes */
263 if (params
/*&& params->StateFlags & ctx->NewState*/) {
264 new_state
|= _NEW_PROGRAM_CONSTANTS
;
268 if (ctx
->VertexProgram
._Current
) {
269 const struct gl_program_parameter_list
*params
=
270 ctx
->VertexProgram
._Current
->Base
.Parameters
;
271 if (params
&& params
->StateFlags
& ctx
->NewState
) {
272 new_state
|= _NEW_PROGRAM_CONSTANTS
;
283 update_viewport_matrix(struct gl_context
*ctx
)
285 const GLfloat depthMax
= ctx
->DrawBuffer
->_DepthMaxF
;
287 ASSERT(depthMax
> 0);
289 /* Compute scale and bias values. This is really driver-specific
290 * and should be maintained elsewhere if at all.
291 * NOTE: RasterPos uses this.
293 _math_matrix_viewport(&ctx
->Viewport
._WindowMap
,
294 ctx
->Viewport
.X
, ctx
->Viewport
.Y
,
295 ctx
->Viewport
.Width
, ctx
->Viewport
.Height
,
296 ctx
->Viewport
.Near
, ctx
->Viewport
.Far
,
302 * Update derived multisample state.
305 update_multisample(struct gl_context
*ctx
)
307 ctx
->Multisample
._Enabled
= GL_FALSE
;
308 if (ctx
->Multisample
.Enabled
&&
310 ctx
->DrawBuffer
->Visual
.sampleBuffers
)
311 ctx
->Multisample
._Enabled
= GL_TRUE
;
316 * Update the ctx->Color._ClampFragmentColor field
319 update_clamp_fragment_color(struct gl_context
*ctx
)
321 if (ctx
->Color
.ClampFragmentColor
== GL_FIXED_ONLY_ARB
)
322 ctx
->Color
._ClampFragmentColor
=
323 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
325 ctx
->Color
._ClampFragmentColor
= ctx
->Color
.ClampFragmentColor
;
330 * Update the ctx->Color._ClampVertexColor field
333 update_clamp_vertex_color(struct gl_context
*ctx
)
335 if (ctx
->Light
.ClampVertexColor
== GL_FIXED_ONLY_ARB
)
336 ctx
->Light
._ClampVertexColor
=
337 !ctx
->DrawBuffer
|| !ctx
->DrawBuffer
->Visual
.floatMode
;
339 ctx
->Light
._ClampVertexColor
= ctx
->Light
.ClampVertexColor
;
344 * Update the ctx->Color._ClampReadColor field
347 update_clamp_read_color(struct gl_context
*ctx
)
349 if (ctx
->Color
.ClampReadColor
== GL_FIXED_ONLY_ARB
)
350 ctx
->Color
._ClampReadColor
=
351 !ctx
->ReadBuffer
|| !ctx
->ReadBuffer
->Visual
.floatMode
;
353 ctx
->Color
._ClampReadColor
= ctx
->Color
.ClampReadColor
;
357 * Update the ctx->VertexProgram._TwoSideEnabled flag.
360 update_twoside(struct gl_context
*ctx
)
362 if (ctx
->Shader
.CurrentVertexProgram
||
363 ctx
->VertexProgram
._Enabled
) {
364 ctx
->VertexProgram
._TwoSideEnabled
= ctx
->VertexProgram
.TwoSideEnabled
;
366 ctx
->VertexProgram
._TwoSideEnabled
= (ctx
->Light
.Enabled
&&
367 ctx
->Light
.Model
.TwoSide
);
373 * Check polygon state and set DD_TRI_OFFSET
374 * in ctx->_TriangleCaps if needed.
377 update_polygon(struct gl_context
*ctx
)
379 ctx
->_TriangleCaps
&= ~DD_TRI_OFFSET
;
381 if ( ctx
->Polygon
.OffsetPoint
382 || ctx
->Polygon
.OffsetLine
383 || ctx
->Polygon
.OffsetFill
)
384 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
389 * Update the ctx->_TriangleCaps bitfield.
390 * XXX that bitfield should really go away someday!
391 * This function must be called after other update_*() functions since
392 * there are dependencies on some other derived values.
396 update_tricaps(struct gl_context
*ctx
, GLbitfield new_state
)
398 ctx
->_TriangleCaps
= 0;
403 if (1/*new_state & _NEW_POINT*/) {
404 if (ctx
->Point
.SmoothFlag
)
405 ctx
->_TriangleCaps
|= DD_POINT_SMOOTH
;
406 if (ctx
->Point
._Attenuated
)
407 ctx
->_TriangleCaps
|= DD_POINT_ATTEN
;
413 if (1/*new_state & _NEW_LINE*/) {
414 if (ctx
->Line
.SmoothFlag
)
415 ctx
->_TriangleCaps
|= DD_LINE_SMOOTH
;
416 if (ctx
->Line
.StippleFlag
)
417 ctx
->_TriangleCaps
|= DD_LINE_STIPPLE
;
423 if (1/*new_state & _NEW_POLYGON*/) {
424 if (ctx
->Polygon
.SmoothFlag
)
425 ctx
->_TriangleCaps
|= DD_TRI_SMOOTH
;
426 if (ctx
->Polygon
.StippleFlag
)
427 ctx
->_TriangleCaps
|= DD_TRI_STIPPLE
;
428 if (ctx
->Polygon
.FrontMode
!= GL_FILL
429 || ctx
->Polygon
.BackMode
!= GL_FILL
)
430 ctx
->_TriangleCaps
|= DD_TRI_UNFILLED
;
431 if (ctx
->Polygon
.OffsetPoint
||
432 ctx
->Polygon
.OffsetLine
||
433 ctx
->Polygon
.OffsetFill
)
434 ctx
->_TriangleCaps
|= DD_TRI_OFFSET
;
438 * Lighting and shading
440 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
441 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
442 if (_mesa_need_secondary_color(ctx
))
443 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
449 * Compute derived GL state.
450 * If __struct gl_contextRec::NewState is non-zero then this function \b must
451 * be called before rendering anything.
453 * Calls dd_function_table::UpdateState to perform any internal state
454 * management necessary.
456 * \sa _mesa_update_modelview_project(), _mesa_update_texture(),
457 * _mesa_update_buffer_bounds(),
458 * _mesa_update_lighting() and _mesa_update_tnl_spaces().
461 _mesa_update_state_locked( struct gl_context
*ctx
)
463 GLbitfield new_state
= ctx
->NewState
;
464 GLbitfield prog_flags
= _NEW_PROGRAM
;
465 GLbitfield new_prog_state
= 0x0;
467 if (new_state
== _NEW_CURRENT_ATTRIB
)
470 if (MESA_VERBOSE
& VERBOSE_STATE
)
471 _mesa_print_state("_mesa_update_state", new_state
);
473 /* Determine which state flags effect vertex/fragment program state */
474 if (ctx
->FragmentProgram
._MaintainTexEnvProgram
) {
475 prog_flags
|= (_NEW_BUFFERS
| _NEW_TEXTURE
| _NEW_FOG
|
476 _NEW_ARRAY
| _NEW_LIGHT
| _NEW_POINT
| _NEW_RENDERMODE
|
477 _NEW_PROGRAM
| _NEW_FRAG_CLAMP
| _NEW_COLOR
);
479 if (ctx
->VertexProgram
._MaintainTnlProgram
) {
480 prog_flags
|= (_NEW_ARRAY
| _NEW_TEXTURE
| _NEW_TEXTURE_MATRIX
|
481 _NEW_TRANSFORM
| _NEW_POINT
|
482 _NEW_FOG
| _NEW_LIGHT
|
483 _MESA_NEW_NEED_EYE_COORDS
);
487 * Now update derived state info
490 if (new_state
& prog_flags
)
491 update_program_enables( ctx
);
493 if (new_state
& (_NEW_MODELVIEW
|_NEW_PROJECTION
))
494 _mesa_update_modelview_project( ctx
, new_state
);
496 if (new_state
& (_NEW_PROGRAM
|_NEW_TEXTURE
|_NEW_TEXTURE_MATRIX
))
497 _mesa_update_texture( ctx
, new_state
);
499 if (new_state
& _NEW_BUFFERS
)
500 _mesa_update_framebuffer(ctx
);
502 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
503 _mesa_update_draw_buffer_bounds( ctx
);
505 if (new_state
& _NEW_POLYGON
)
506 update_polygon( ctx
);
508 if (new_state
& _NEW_LIGHT
)
509 _mesa_update_lighting( ctx
);
511 if (new_state
& (_NEW_LIGHT
| _NEW_PROGRAM
))
512 update_twoside( ctx
);
514 if (new_state
& (_NEW_LIGHT
| _NEW_BUFFERS
))
515 update_clamp_vertex_color(ctx
);
517 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
))
518 _mesa_update_stencil( ctx
);
520 if (new_state
& _NEW_PIXEL
)
521 _mesa_update_pixel( ctx
, new_state
);
523 if (new_state
& _MESA_NEW_SEPARATE_SPECULAR
)
524 update_separate_specular( ctx
);
526 if (new_state
& (_NEW_BUFFERS
| _NEW_VIEWPORT
))
527 update_viewport_matrix(ctx
);
529 if (new_state
& (_NEW_MULTISAMPLE
| _NEW_BUFFERS
))
530 update_multisample( ctx
);
532 if (new_state
& (_NEW_COLOR
| _NEW_BUFFERS
))
533 update_clamp_read_color(ctx
);
535 if(new_state
& (_NEW_FRAG_CLAMP
| _NEW_BUFFERS
))
536 update_clamp_fragment_color(ctx
);
539 if (new_state
& (_NEW_POINT
| _NEW_LINE
| _NEW_POLYGON
| _NEW_LIGHT
540 | _NEW_STENCIL
| _MESA_NEW_SEPARATE_SPECULAR
))
541 update_tricaps( ctx
, new_state
);
544 /* ctx->_NeedEyeCoords is now up to date.
546 * If the truth value of this variable has changed, update for the
547 * new lighting space and recompute the positions of lights and the
550 * If the lighting space hasn't changed, may still need to recompute
551 * light positions & normal transforms for other reasons.
553 if (new_state
& _MESA_NEW_NEED_EYE_COORDS
)
554 _mesa_update_tnl_spaces( ctx
, new_state
);
556 if (new_state
& prog_flags
) {
557 /* When we generate programs from fixed-function vertex/fragment state
558 * this call may generate/bind a new program. If so, we need to
559 * propogate the _NEW_PROGRAM flag to the driver.
561 new_prog_state
|= update_program( ctx
);
564 if (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
| _NEW_BUFFER_OBJECT
))
565 _mesa_update_array_object_max_element(ctx
, ctx
->Array
.ArrayObj
);
568 new_prog_state
|= update_program_constants(ctx
);
571 * Give the driver a chance to act upon the new_state flags.
572 * The driver might plug in different span functions, for example.
573 * Also, this is where the driver can invalidate the state of any
574 * active modules (such as swrast_setup, swrast, tnl, etc).
576 * Set ctx->NewState to zero to avoid recursion if
577 * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
579 new_state
= ctx
->NewState
| new_prog_state
;
581 ctx
->Driver
.UpdateState(ctx
, new_state
);
582 ctx
->Array
.NewState
= 0;
583 if (!ctx
->Array
.RebindArrays
)
584 ctx
->Array
.RebindArrays
= (new_state
& (_NEW_ARRAY
| _NEW_PROGRAM
)) != 0;
588 /* This is the usual entrypoint for state updates:
591 _mesa_update_state( struct gl_context
*ctx
)
593 _mesa_lock_context_textures(ctx
);
594 _mesa_update_state_locked(ctx
);
595 _mesa_unlock_context_textures(ctx
);
602 * Want to figure out which fragment program inputs are actually
603 * constant/current values from ctx->Current. These should be
604 * referenced as a tracked state variable rather than a fragment
605 * program input, to save the overhead of putting a constant value in
606 * every submitted vertex, transferring it to hardware, interpolating
607 * it across the triangle, etc...
609 * When there is a VP bound, just use vp->outputs. But when we're
610 * generating vp from fixed function state, basically want to
613 * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
614 * potential_vp_outputs )
616 * Where potential_vp_outputs is calculated by looking at enabled
619 * The generated fragment program should then only declare inputs that
620 * may vary or otherwise differ from the ctx->Current values.
621 * Otherwise, the fp should track them as state values instead.
624 _mesa_set_varying_vp_inputs( struct gl_context
*ctx
,
625 GLbitfield64 varying_inputs
)
627 if (ctx
->varying_vp_inputs
!= varying_inputs
) {
628 ctx
->varying_vp_inputs
= varying_inputs
;
629 ctx
->NewState
|= _NEW_ARRAY
;
630 /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/
636 * Used by drivers to tell core Mesa that the driver is going to
637 * install/ use its own vertex program. In particular, this will
638 * prevent generated fragment programs from using state vars instead
639 * of ordinary varyings/inputs.
642 _mesa_set_vp_override(struct gl_context
*ctx
, GLboolean flag
)
644 if (ctx
->VertexProgram
._Overriden
!= flag
) {
645 ctx
->VertexProgram
._Overriden
= flag
;
647 /* Set one of the bits which will trigger fragment program
650 ctx
->NewState
|= _NEW_PROGRAM
;